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Hazards

Rusty Spike Launcher

Level 3

uncommonMagicalTrap

Stealth DC 20 (trained)

Disable DC 20 Thievery to decouple the triggering rods that cause the spikes to extend, or dispel magic (2nd level; counteract DC 18) to counteract the trap

Launch Spikes [Reaction]

Critical Success The creature avoids the spikes and takes no damage.

Success A spike grazes the creature, inflicting 2d10 piercing damage.

Failure A spike impales the creature, inflicting 2d10+13 piercing damage.

Critical Failure As failure, but the spike also exposes the creature to tetanus.


Reset The trap automatically resets once the door is closed.

Level 3 · Complexity Simple

Stealth DC 20 (trained)

Disable

  • Thievery DC 20 — to decouple the triggering rods that cause the spikes to extend, or dispel magic (2nd level; counteract
  • DC 18

Trigger a creature opens the door without uttering a prayer to Xar-Azmak first

Effect A mass of rusty spikes appears in the open doorway and then fire into area **E1**. The rusty spikes curve through the air to seek targets—all creatures in area **E1** must attempt a DC 20 Reflex save.

Reset The trap automatically resets once the door is closed.

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